Patch Notes for 6/27 Update

Tomorrow (June 27) at 6am ET, we'll be conducting maintenance to deploy our latest patch. With this patch, we are expecting a longer than average server downtime, with an estimated reopen time of around 2pm ET. We'll keep you posted as soon as the servers are back up. Below are the full patch notes. One note in particular that we'd like to address is a fix we're implementing to greatly reduce latency in firing rocket/nail projectiles. To help illustrate the changes, we've included an image to show latency between Quake Live, CBT 11 (pre-6/27 patch), and CBT 12 (the 6/27 patch). We look forward to hearing your thoughts after the patch goes live with this change.

BJ Blazkowicz: Fixed an issue where rockets were fired from only one launcher while using his active ability

Clutch has a new passive! Clutch can dodge when the player presses the strafe button twice. Works both on ground and in the air

Clutch: Press the ability key a second time while the Barrier is enabled to lower the shield and activate the Mining Drill, a 3-second laser

Clutch: Fixed an issue where projectiles could freeze in the air after hitting Clutch’s Barrier

Slash: Fixed her invisible trail DOT

Sorlag: Acid Spit reduced from 30 to 25 dmg

Weapons:

Shotgun: Changed pellet damage from 3 to 4, such that point blank shots increased from 60 to 80 dmg

Nailgun: Changed rate of fire from 100 to 70 ms, resulting in an increase of 100 to 133 dps

Heavy Machinegun: Changed damage from 9 to 10, but decreased the rate of fire from 75 to 100, resulting in a decrease of 120 to 100 dps

Heavy Machinegun (zoomed): Changed damage from 10 to 15, but with a greatly decreased rate of fire from 80 to 200 ms, resulting in a decrease of 150 to 75 dps, but with a much smaller more accurate spread. In summary: Zoomed HMG now does less dps, but is very accurate, making it less than ideal in the beginning of a fight, but great for finishing off weak opponents.

Super Nailgun: Changed damage from 12 to 20, and decreased the rate of fire 80 to 100 ms, resulting in an increase from 150 to 200 dps

Super Nailgun: Tweaked impulse values to make nailclimbing easier

Tri-bolt: Fixed an issue where the weapon didn’t show animated firing effects in 1st person when you’re being shot at after quickly swapping to the weapon

Tri-bolt: Explosion delay added for when projectiles hit an enemy

Tri-bolt: Direct Damage is now 10 dmg before exploding…

Tri-bolt: …and Explosive Damage is 40 dmg, for each bolt.

Duel:

Duels matches are now Best of 5 Rounds, instead of Bo3. (In the future this will be a customizable option in Custom Game.)

Lobby: There are now only two columns on screen before the start of the draft. After the draft starts, 4 more columns will appear

Fixed an issue when in the Duel lobby, the amount of players may overlap other UI elements

Nicknames and the map name will now persist throughout the draft and voting stages

Sacrifice:

Updated Sacrifice HUD integrated

New POI for soul integrated

Cooldown timer for the soul spawn point is integrated

Soul will now be placed in Obelisk when the soul carrier enters the capture zone. Players can no longer throw the soul in to capture an Obelisk!

Fixes for various issues where the soul could clip through the floor

Fixes for various issues where the soul could get stuck in a level’s geometry

On-Screen effect for soul carrier integrated

Blue soul effect removed from carrier’s hands (1st person)

Custom Game:

1-Champion limit (per team) in Sacrifice. Sacrifice lobby will now have a system where players can only choose unique Champions before the game starts. Champions picked by one player become unavailable to another. (In the future this will be a customizable option in Custom Game.)

Fixes for synchronization in custom game lobby: The game will react faster in a custom game lobby when a time-unlocked Champion expires, or when a player ups the amount of Champions to 3 while in Duel lobby

Champions that haven’t been purchased will not appear in a custom game roster

Fixed an issue where information was missing for the map and game mode on Sacrifice Draft screen

Menu:

Main Menu music will become quieter when tutorial screen is opened

Dropdowns are no longer overlapping pop ups and notifications

Lootboxes: Fixed an issue where shadows of floor pieces persisted on the screen

Lootboxes: Fixed an issue where there was no zoom option for lootbox dropped items

“Play Now” button now has “Launching Server” and “Connecting to server” messaging for better communication

Removed % from post-match scoreboard and battle report

In-Game:

Fixed an issue where the announcer countdown wasn’t in sync with the visual countdown

Fixed an issue where the player couldn’t pick up armor shards/soul before the bounce animation ended

The round time now counts up instead of down

Overtime counter is now red to distinguish it from the normal up time

Fixed issues with jump pad active zones misplacement

Fixed an issue where players could spawn facing the wall

Fixed an issue when players could move while TAB is pressed on the death screen

What about the updater issues? Maybe you guys should put copies of your updates on all of the servers, and maybe I won't have so much of a problem on getting the updates. I don't have a super fast DSL service at where I live, but I don't have any problems with the game as my ping time is 40 to 50 ms. I live about 60 miles from Portland, Or., where one of your servers are. Once in a while, the Bethseda launcher would go kerchunk and I have to start that HUGE download again. You need to fix the updater so if anything happens during a game update, when you relaunch the game launcher, it won't start the whole download process again. It will do a self-check on the files, and then resume downloading..

However, as has been noted, beyond a fix for those who can't see any available servers, there's no mention of the recent Backend and Drop bugs that have been severely hampering players' ability to play the past 2-3 weeks.

Are we to assume these are included in the server visibility fix?

If not, then do you have a status update on the matter?

We're mostly past the "next few days"/"soon" estimate we got in the AUA some 4-5 days ago. New ETA if this patch doesn't include them?

Bit off-topic, but related to the above: With the tournament this close, and so many players' participation prevented by persistent connectivity issues, have you considered postponing it altogether - if, indeed, you have yet to find a fix for either?

I don't personally intend to participate this time around, but it could create severe backlash if the tournament is plagued by this kind of beta-stage bug (which, technically, we should expect - it's the tournament we shouldn't be expecting at this stage. But people joining now will be given the inverse expectation: they'll see a tournament and expect a tournament-ready build.)

If you don't pull the plug on the tournament and get the game squared away first, to reduce the risk bad publicity due to connectivity issues (assuming they can't be fixed in the next 2 days), I could easily imagine someone starting a petition for it. Klesk, I've seen enough unrest on the matter already, that I wouldn't be surprised by a petition even if this patch does fix it - and if nothing else, that's worth consideration when deciding on the wisdom of holding a prize tournament at this stage. As opposed to, say, a proof-of-concept tournament, which would actually make sense for a beta-stage game: it'd be better suited for gathering data on how best to conduct tournaments in the future - mechanics that need perfecting, tools that need implementation, etc.

1-Champion limit (per team) in Sacrifice. Sacrifice lobby will now have a system where players can only choose unique Champions before the game starts. Champions picked by one player become unavailable to another. (In the future this will be a customizable option in Custom Game.)

I really hope this doesn't become a standard, or if it does it stays in Sacrifice and sacrifice only.

This shouldn't turn into Overwatch because champs here arent classes like overwatch heroes.

Sweet relay good update just in time for the up coming Quake World Championship Duels and Sacrifice matches on the 29th and 1st its good to see that ID and Bethesda and Saber are working along side ESL to try and promote the game as a new upcoming eSport the community and listening to feedback im very excited to see what the other new planned updates will bring.

Please someone tell me I'm blind!? I don't see anything about disconnecting out to login screen hotfix syncerror confirmed!Please ffs, I'm so behind everyone right now, I can't play because of this every 1-2min I [censored]*king disconnect, I'm tired of reconnecting I can't have it like this.